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Ninja Gaiden II - Xbox 360: Free Hints, Tips, and Games Guides

Hints, Tips, and Games Guides

Need help with something?  Let XboxMASS lend a hand. 

In our Xbox 360: Free Hints, Tips, and Games Guides features, we’re offering the frustrated gamer some reprieve from the toughest bits of their favourite games.  We might even sneak in a cheat code or two.  

This time around, we’re looking at beating select bosses from Ninja Gaiden II

Note: All bosses were completed on the “Way of the Warrior” difficulty. 

Chapter 1 Boss:  Giant Spider Ninja 

This one is a bit of a push over.  Yes, this giant spider monstrosity may look intimidating, but fear not:  You already have a tool up your sleeve that will inflict massive damage.  

Fire Ninpo.  One shot of your Fire Ninpo attack will take down nearly a third of his power.  Conveniently, you should have exactly three Ninpo attacks at the ready if you weren’t too careless during the mission. 

Use all the Fire Ninpo attacks you have on him, then get in a few blows with your Dragon Sword.  

Chapter 2 Boss: Genshin 

Genshin is going to cause you a great deal of frustration, not the least of which because the camera is a gigantic pain in the ass here.  

Before entering into battle, make sure you’ve stocked up on healing items.  

Genshin attacks quickly with prolonged combos that seem to have no end.  One successful strike could result in a devastating combo.  Adding insult to injury, he always manages to dodge your Fire Ninpo attack, the same method that worked so well on the previous boss.  So, don’t bother using it.  

Since Genshin’s attacks are so long, you must block for a considerable amount of time as well.  Your first instinct will be to try to counter too early.  Don’t, as this does not seem effective at all and will only open you up to a combo.  Instead, study his combos and ready yourself until just after he’s finished.  Release your block and attempt to strike him with a few combos while you can.  

Repeat this and keep mobile.  Remember to refresh your energy when necessary.  With some perseverance, you will be able to beat Genshin.  (Try not to destroy your controller first.) 

Chapter 3 Boss: The Big Metal Fish Thingy that looks like Dreamcast’s Seaman

Make sure you have a full compliment of arrows.

At first glance, it seems like this bizarre contraption is insurmountably too big to tackle head on.  You’re right.  Getting too close to this thing or taking it head on will only result in Ryu getting knocked back by an electrical field and taking damage as a result.  

The good thing about this boss is that it typically takes its time coming after you, ’swimming’ a pattern through the subway that’s equally aggressive and passive.  This gives Ryu plenty of time to use long range attacks like his arrow.  Save your Fire Ninpo for now.  

As you may have already noticed, the longer Ryu draws on his bow with an arrow equipped (holding down on the B button), the more ‘charged’ the arrow becomes.  This is very similar to the now familiar ultimate techniques.  As the boss is flying about the level,  use arrows at their full charge (two levels total) and aim for the creatures head.  With a full amount of arrows fully charged, you can do considerable damage.  

There are a few attacks that are of note.  

The boss has two main cannons mounted on his head that unleash rapid firing electric projectiles.  If the boss gets a bead on you, it will unleash a series of these potentially hitting you many times.  Scoot out of the way as quickly as possible to avoid.  

Another attack that you can turn against the boss is when it launches the smaller metallic fish drones that come right at you.  Taking a page out of one of the final boss tactics in the original Ninja Gaiden, you should use the Fire Ninpo when it sends those multitude of drones at you.  The Fire Ninpo will make Ryu invincible for a short while and all incoming drones will be destroyed as they approach Ryu.  The destroyed drones will also drop essence, a few of which will be the blue health regenerating kind.  Of course, the Fire Ninpo will also do damage to the boss itself once it launches.

At some point you will be able to stun the boss.  At this point, it only makes sense to rush in for a close encounter combo, which may be the only safe time to attack it head-on.   

Chapter 4 “Mini” Boss: Bridge Giant

Unlike most bosses, the giant battle actually offers you room to breathe as long as you make space yourself.  If you get too close, his close range attacks are devastating, including a breath attack that is able to kill you with one shot if it hits Ryu directly.  

As mentioned, this boss isn’t terribly aggressive in the sense of speed.  He’s big, lumbering, and takes time to mobilize himself.  As such, you should be able to work some space between you two.   If he closes in, this opens up space on the opposite end of the arena at which point you can scoot over there.

In a tactic that will be repeated a few times over, you should focus on using projectile attacks.  So, make sure you have a full quiver of arrows.  Once you’ve managed to create space between yourself and the boss, charge up an arrow (by holding down on the B button) to its fullest extent; arrows charge like ultimate techniques to a total of two levels.  Once you’ve completely charged an arrow, aim for the head and let loose.

With many fully charged arrows and nimble feet, you should be able to take down quite a bit of the bosses health. 

You can also use the every faithful Fire Ninpo.  One particularly effective strategy is to rush underneath him and immediately use the Fire Ninpo.  This will cause damage to him from contact even before the fire ball unleashes causing even more damage.

Eventually the boss will become stunned after enough damage is dealt, at which point he’ll sit vulnerable on his haunches for a short time.  Take advantage of this with your best combo available to deal as much damage as possible. 

Close up attacks, for that matter, aren’t impossible, but you run the risk of getting smashed by one of his incredibly powerful attacks.  When he does get caught up in an attack animation, you can run as quickly as possible to his hind-quarters to unleash a combo. 

Chapter 4 Boss: Alexei 

Make to sure you grab the Dragon’s Claw and Tiger’s Fang dual katanas in the Ninja Exhibit in the Statue of Liberty.  It’s in the room amongst the other artifacts encased in glass displays.  Break the glass to grab them.  These appear to be effective against Alexei.  

Before reaching Alexei, there is also a Lives of a Thousand Gods item on the way too.  It is in the first room at the base of the statue.  This is room after you’ve made it outside the Ninja Exhibit, after scaling back up the outside the base of the statue, to the first room back inside, the same room you have to wall jump up the narrow shaft in the centre. The Lives of a Thousand Gods item is sitting in a chest inside a little alcove opposite the door you entered from. 

Finally, on your way to the top of the Statue of Liberty, there is a Muramasa Shop.  Hopefully you’ll have enough essence to upgrade the dual katanas to their second level.  Remember to stock up on healing items too.   

Once you face Alexei, you’ll find he has quite a few long range attacks.  He describes himself as a master of lightening and makes use of it accordingly.   As such, and as always, it is important to keep mobile and jumping out of harms way.  

When he is at long range, the Fire Ninpo proves to be effective.  That said, if he is close by, as soon as you use the Fire Ninpo he will usually enter into a spinning whirlwind attack which is invulnerable.  Use Fire Ninpo when he is at long range using his own lightening attacks against you.  

Aside from the ranged attacks, you should repeat a jumping strong slash if Alexei closes the distance.  With the double katanas equipped this results in Ryu thrusting forward allowing him to get in quick slices at medium range.  Remember to keep moving and jumping in between your attacks.  

After a number of slices and successful Fire Ninpo attacks, Alexei can be stunned making him vulnerable to combos.  Remember to capitalize on these as much as possible.  Upgrading your weapon and memorizing a particularly long combo with them will be most beneficial.  

These methods should help you best Alexei.  

Chapter 5 Boss: Water Dragon

Make sure you have a full compliment of arrows.  

This guy is a bit of a push over.  As soon as you grab the skull key, the water dragon appears.  He’s big, but he’s probably by far the simplest boss you’ll have to face yet. 

You’re immediately perched an a narrow stone column.  It does not give you much room to move, but you should stay there.  The water dragon will only employ a few attacks here: a multi-pronged projectile attack that can be mostly avoided by jumping back and forth, and a fire breath attack that can be mostly avoided by jumping to one direction just as it comes at you.  He also throws himself into and out of the water which is all for show. 

Between dodging his attacks, keep charging up arrows until they’re at full strength, aim for the head, shoot, and keep repeating.  If you run out of arrows, use some Ninpo. 

If you do decide to venture out into the water, his repertoire of attacks increases including sending ghost piranhas your way and one particularly brutal move in which he spears you with a tentacle and flings you wildly about the level.  Stay on that column.

Chapter 6 “Mini” Boss: Giant Bone Creature

You’ll encounter this bad boy in the giant stack of human remains, just through the door you used the skull key to open.  

While imposing, this tough guy is actually a push over.  

I used the Dragon’s Claw and Tiger’s Fang dual katanas, which at this point I had leveled up completely in Muramasa’s shop.  

If you simply run circles behind the beast, you may be able to get to his short legs unhindered.  You can also get underneath him by scooting directly towards him, jumping, and strong slashing to carry you forward.  Once there, unleash your best combo over and over again.  If you deal enough damage, he won’t be able to respond quickly enough before being stunned and sitting down for a moment.  Take advantage of his stunned state and unleash more combos.  

Don’t be afraid to use Fire Ninpo either.  Repeat this to defeat the Bone Creature

Chapter 6 Boss: Volf 

After all the build up with very tough battles on your way to Volf, one would assume that he would prove to be an incredible challenge.  However, Volf might be one of the easiest bosses you’ll encounter. 

Volf certainly has some powerful attacks at his disposal, but he typically exhibits very poor defence.  Hence, I suppose, his description as a “berserker”. 

There isn’t much of a strategy here to beat Volf.  Simply get in close and combo him as much as possible.  If you’re very close to him, he’ll often overreach on an attack and position himself with his back turned.  You can use these moments as well to hack and slash away as I did, and potentially take him out very quickly. 

Keep in mind, however, that after you’ve defeated Volf, the battle does not end.  The coliseum is full of his werewolf minions who quickly jump into battle.  You’ll have to fight them off for a short while before help comes in the form of Sonia and her trusty attack helicopter. Stay alive, keep moving, and enjoy your new weapon ;)

Chapter 7 Boss: Genshin and Fire Armadillo 

You get two bosses for the price of one here - no wonder there’s a Muramasa shop and save point just before.  Remember to stock up on healing items first.

Genshin

You’ll face off again against Genshin, the wonderfully frustrating Chapter 2 boss.  He doesn’t pose as much as a threat this time around.  However, you’ll also be fighting against three other elite ninjas, the ones that throw incendiary shirukens willy-nilly.  Great.

You could try and focus all of your efforts on Genshin himself, but things get confusing rather quickly - with Genshin and three other ninjas flying about the screen, trying to get to just one in particular is a chore.  It can be done, mind you, but you can also take out the lesser ninjas with one Fire Ninpo strike thus giving you some breathing room to face off against Genshin alone until the next three ninjas enter.

The strategy with Genshin remains the same: make ample use of your block and strike when he slows down.  He’ll also charge up a powerful strike, the tell-tale sign is when he hunches over in one spot just before striking.  If you dodge his attacks, he will be vulnerable for a moment at the end of his attack which is a good time to strike with a few hits.

After you’ve defeated Genshin, the airship Daedelus splits in two and crashes unto an icy plain.  That’s when you have to face off against what might be your toughest opponent yet.

Fire Armadillo

This guy has the potential of causing stress induced grand mal seizures, not the least of which because of a ridiculously cheap event after you’ve defeated him - we’ll get to that later.

Your success with the Fire Armadillo may just depend on what kind of mood he’s in.  He has several attacks and he rarely follows a discernible pattern.  His rolling attack where he barrells at you at top speed has two flavours: one that ends with just one roll and another that tears all over the arena resulting in many unavoidable strikes.  Avoiding the first is a simple matter of run and jumping to the side.  Hopefully you won’t have to deal with the other.

Your strategy should centre on getting in as many attacks on his head as possible, as this causes the most damage.  You should try to avoid a prolonged engagement with this boss as it will likely prove fatal every time. 

However, striking at his head must be done with caution: if you attempt to rush in and do a straight combo while he is not issuing one of his stationary attacks, he will react by scooping Ryu up in his mouth, chewing him, and then spitting him out in a geyser of flames which causes considerable damage.

You should combo his head only under two circumstances: 1. When he is using his flame breath attack and 2. When he is shooting the multiple fire balls out of his back.  Both of these attacks require him to be stationary which means you should be able to approach his head quickly, making sure, of course, that you’re doing your best to avoid his projectiles.

Once you’re at his head, don’t get too greedy: use your most powerful combo once, maybe twice, then scoot out of there in order to avoid him chewing you up.

When he’s mobile, you can also attack his head, but without a combo.  At a distance, charge up an arrow fully and shoot his head.  Or, you can run along side of him until your flush with his head, then perform your trusty jumping strong attack which will slash his head but put you at a finishing distance too far for him to grab you.  Again, I was using the dual katanas.

Once you get his power down to approximately 30% to 40%, all bets are off: the Armadillo bursts in flames and all his attacks go berserk and cause much more damage than usual.

My strategy here: throw caution to the wind, get in close, and combo his head as much as you possibly can.  You may get chewed up, but hopefully you were lucky and skillful enough during the first phase to have avoided as much damage as possible.

Once you have him down to about 10% health, he’ll fall over onto his side, prone and awaiting to be finished off.  Press Y for an obliteration technique that will ensure he’s taken out and won’t be getting back up. 

BUT, after you’ve finished him off, he detonates in a massive explosion shortly thereafter.  If you’re caught by it, you’re instantly killed and forced to fight him all over again. (Nothing says “Congratulations” after defeating a very difficult boss than blowing you up and making you do it all over again…)  There’s a very simple solution which escaped me for some time: simply block.  Yes, after using the obliteration technique, hold the block button during the explosion.  You’ll survive, and the level will finally be finished.

Chapter 8 Boss: Zedonius

We have in Zedonius another push over of a boss.  

His attacks aren’t impossible to watch out for, and those that do come close to Ryu can mostly be blocked.  So remember to block. 

Otherwise, getting up close and personal with your most powerful and preferred weapon of choice will do just fine here.  Use your best combos repeatedly to take this guy out with ease. 

At one point, he becomes airborne and invulnerable for a time.  He also calls on some demons, the silver ones with serpent bottoms and utensils for hands.  Eventually, however, Zedonius comes back down to floor level at which point he is vulnerable again. 

Chapter 9 “Mini” Boss: Tunnel Worm

If you have a full quiver of arrows, you should be able to take out this boss without much trouble. 

The main tunnel is basically a death trap; if you get caught in the middle when the boss charges, then he’ll take you for a ride throughout the tunnel and will cause you significant damage.  

Thankfully, there are rooms dotting the side of the main tunnel that you can duck into and he cannot enter.  From here, you can stage your attacks.  He will constantly do laps through the tunnels and inevitably cross quickly past the doorway to the side-room you are in.  Stand near the doorway, keep an arrow full charged by holding down the B button, then release the arrow just as he passes by.  This will cause him considerable damage.  Repeat this and you will defeat him easily.  

The key, however, is to position yourself just right; if you get to close to the doorway, he will knock you back and cause damage before you even have a chance to hit him.  You may have to experiment with distance.  

There are also a few things that don’t seem to work at all.  For instance, standing in the tunnel and using Ninpo as he approaches appears to have no effect, as he manages to scoot away and avoid the attack altogether. 

Chapter 9 Boss: Double (Flying) Dragon

Make sure you have many incendiary shirukens. 

After a short cut scene with Elizabet flying by on a dragon, she sends two enormous flying dragons your way.  If it isn’t obvious already by the fallen ninja full of arrows allowing you to repeatedly replenish your quiver, you’ll be using arrows to defeat these airborne giants. 

The two of them have several attacks, all of which are easily dodged.  When they are far away, they tend to charge up a large fireball attack - you must avoid this slow moving projectile at all costs, as it causes massive damage.  Another very powerful attack is a flame attack that they perform while close - this too causes great damage and should be avoided.  

Their other attacks include a swiping laser that causes the path on the ground to erupt in flame and a lesser multiple fireball attack.  

All attacks can be avoided by simply running in any direction away from the attack.  

It would be a simple matter of waiting for the dragons to pause in mid-air and striking them with arrows, if it weren’t for the smaller dragons running interference.  These guys are a major annoyance and collectively can cause a good deal of damage.  They will spit fireballs and dive-bomb Ryu, preventing him from letting off any arrows.  When these guys appear, start throwing incendiary shirukens to take them out.  You can also use the fire Ninpo to dispatch them. 

Once you’ve cleared some space for yourself, concentrate your attention on just one of the larger dragons first.  If you take one out quickly, you’ve naturally reduced their firepower in half and therefore made an easier time for yourself.  Charge your arrows to full power before releasing them - the dragons will often pause before attacking, making this the perfect opportunity to strike. 

When more lesser dragons appear you should return your attention to them and take them out with incendiary shirukens or fire ninpo first.  Once they’re dispatched, go back to shooting the larger dragons with fully charged arrows, mindful of avoiding their powerful attacks. 

Chapter 10 Boss: Elizabet

Elizabet can be a resilient and powerful opponent, offering up a moderately difficult challenge as far as bosses go. 

She has a decent repertoire of moves, some of which are quite powerful.  When she is at a large distance, she tends to resort to employing what can only be described as a “blood orb”, which in turn shoots at many tendrils of blood at Ryu.  If one tendril connects, you can be assured that many will, and can cause series damage to Ryu.  You’re best to avoid this as much as possible by jumping repeatedly to either side.  You may also want to try using a ninpo attack as this will make you invulnerable to the tendrils as well as possibly scoring a hit on Elizabet. 

When she is in close, she has combos she can use which should be avoided.  One particular close range attack is a three strike tail spearing: the first two strikes are blockable, the third is not.  Before the third connects you should make sure to scoot out of the way quickly. 

At mid-distance she employs a charging one strike, much like Genshin.  The tell-tale sign is when she begins to hunch over while stationary, and appears to be charging-up for an attack.  At the end of her short charge period she will unleash with a very quick dashing strike.  

This strike, however, is entirely blockable.  Moreover, she is vulnerable at the end of her strike as she pauses for a short moment.  This is the perfect opportunity for Ryu to rush in and get in a combo, possibly two.  

The idea, then, is to keep Elizabet at a medium distance which will encourage her to use her mid-distance charge.  Once you’ve blocked this charge, you can move in quickly for a combo.  Repeat this method to defeat Elizabet. 

Otherwise, Elizabet is very adept at blocking and most attacks will be fruitless.  Every once-in-a-while, however, a jumping strong attack will get through.

Chapter 11 Boss: Genshin

Genhin isn’t the man he used to be, and you’ll be fighting him alone this time around - this encounter proves to be the easiest you’ll have so far with him.  Remember to equip the “True Dragon Sword”, as it appears to be quite effective against him. 

Genshin will attack per his usual combinations.  There’s nothing new or flashy to watch out for.  

Blocking Genshin’s combos and waiting for a brief pause before striking is key.  Once an opening in his combos presents itself, you should dodge to the left or right (simply push in any direction while still blocking).  This will give you some space while Genshin still goes about completing his combo where you once were.  From there you can leap in and combo Genshin.  

Do not get greedy and attempt too long an attack as this will backfire: Genshin will strike back.  But repeating the block/dodge/attack strategy should finish off Genshin with relative ease.  

Chapter 12 “Mini” Boss: Two (yes, two) Fire Armadillos 

Not long into the 12th Chapter, you’ll run into your favorite boss from Chapter 7: the Fire Armadillo and friend.  Yes, instead of fighting just one, you’ll have to fight two at the same time. 

The same methods apply as per the strategy already noted.  It would appear, however, that these two armadillos have been nerfed: they take damage much more easily and don’t put up as much of a fight. 

Mind you, I used the True Dragon Sword here to great effect, which does a good deal of damage against them.  In fact, by getting in close to the head and repeatedly using your strong attack, you should be able to constantly immobilize the beasts and strike them over and over again with little damage to yourself. 

Don’t forget to block once you’ve finished them off: these two explode as well. 

Chapter 12 “Mini” Boss: Zedonius 

Yep, he’s back.  And this time he isn’t such a push over.  Try to conserve any health regeneration items and your ninpo leading up to Zedonius, as you’ll likely need them. 

Zedonius is packing a bigger punch this time around with powerful attacks.  He’s also not nearly as vulnerable.  Your goal should be to stay on the centre platform and keep him close.  If he’s allowed to move about the level, he’ll pepper you with fire balls from a distance, and can also summon some very annoying blade creatures like he did the first time around. 

We suggest using the Vigoorian Flail against Zedonius.  You can leap into him with a strong attack and continue to attack while in mid-air.  He appears to have a weakness to this and is unable to respond as well as he can if you were grounded. 

But you’re going to have to get him on the ground first.  While he’s airborne, dodge his attacks and try to get in close to entice him to come at you.  Keep running, and he’ll eventually stomp the ground close to you.  This is your prime chance to leap in with the vigorian flails per our suggestion above.  Keep hammering on the strong attack to get in as many blows as possible. 

Zedonius will also attempt to combo you while he’s on the ground.  Remember to block and then scoot away at an opportune moment, and then leap back in with an attack.  

If you score enough successful hits, you can stun Zedonius and he will kneel, vulnerable to attacks.  Capitalize on this as best you can with your best combos. 

Also, when things get very difficult, you can always use your fire ninpo to take down significant amounts of his health.  

Don’t worry about using up your items against him, as there is a Muramasa shop not far beyond Zedonius after you’ve defeated him. 

Chapter 12 Boss: Volf

Finally, we come to the end of this boss filled chapter.  Volf is back with a load of not-so-friendly companions.  Said companions are a group of roughly five to ten spear wielding minotaurs that gallop around the arena waiting to strike Ryu.  

There’s only one way around this boss battle: you have to take out the minotaurs first.  Trying to take on Volf amidst them will only frustrate.  Much like the horse and demon boss from the original Ninja Gaiden, these minotaurs will spear Ryu and drag him around the level doing considerable damage.  

Taking out the minotaurs is not very difficult: use your fire ninpo.  With a fully leveled-up fire ninpo strike, you can target multiple enemies at once.  Make sure you have as many minotaurs in your sights as possible when using the fire ninpo. One strike will kill a minotaur.  Using the fire ninpo effectively three times or so should clear most, if not all of them out.  Better still, they’ll drop essence.

If you happen to be near Volf after you’ve taken out several minotaurs, you can charge for an ultimate technique by using the just release essence.  Release to use an ultimate technique on Volf. 

Otherwise, once you’ve taken out all or most of the minotaurs, you can simply charge after Volf with leaping strong attacks.  Or you can wait until he’s vulnerable after an attack to rush in and combo him.  The previous method of defeating Volf still stands, and he isn’t much tougher, if at all, than the first time you encountered him. 

Chapter 13 Boss: Alexei

If you haven’t gathered by this point, the game is recycling its bosses.  Alexei returns and he is patterns and attacks are very similar, if not identical.  

When Alexei is at a distance, he will likely use a projectile attack against you.  When at a distance, you can counter by using fire ninpo which will make you invulnerable and do damage to him as well.  If you try using fire ninpo on him while he is close, he will avoid it as usual by entering into a whirling spin attack. 

When Alexei is close, he will attempt to combo Ryu and use a charge attack against him.  Most combos are entirely blockable.  Therefore, block his attacks, wait until he finishes are is vulnerable, and then either attack him directly with a combo of your own or dodge then do the same.  

Repeating this will finish off Alexei without a terrible amount of effort. 

Chapter 14 Boss: Genshin and Elizabet

Genshin

Guess who’s back?  Genshin, resurrected from your last encounter, is looking as fiendish as ever in his new, more powerful form.  He is more difficult to defeat this time, largely due to more powerful attacks combos.

That said, all the same principles apply when battling him.  Remember to equip the True Dragon Sword.  Many of his combos are blockable, and by blocking then evading, or waiting for him to finish his combo, you can scoot in and deliver more combos of your own.  Genshin still has his charge attack which is also blockable or dodgeable, and makes for a good opportunity to attack him once you’ve avoided the attack. 

Genshin also now has a move where he disappears and reappears in the air shortly before dive-bombing Ryu.  This too can be evaded by either dodging or running, then you can strike while he’s vulnerable on the ground.  

These same strategies should have you beating Genshin in no time. 

Elizabet

Not long after beating Genshin, you’ll face off against Elizabet one final time.  She is a significantly more difficult foe, but not desperately difficult.  The same tactics you used before to beat her you can use here. 

Quite a few of Elizabet’s combos are NOT blockable, making it difficult to judge when you should stick it out with a face-to-face encounter. Her tail spearing combination is not blockable, and should be avoided.  You’ll end up taking damage, and you may also end up getting run through completely in a particular brutal move.  However, her claw combo (the one where she strikes with her hands and nails the elongate with each strike) is mostly blockable and makes for a good opportunity to block then dodge or wait before striking back yourself.  

Elizabet also uses her dive-bomb charging attack, which will leave her vulnerable at the end of it.  The attack is blockable, and after it is blocked you can run in and attack.  Keep in mind, however, that she needs to be sufficiently close enough at the end of her attack, as she often finishes too far away for you to respond quickly enough.  

Using fire ninpo is also recommended as well, as it does her a good chunk of damage.  She will dodge it from time to time, but will connect often enough to warrant its use.  Using fire ninpo when she deploys her blood orb is also a excellent way of conserving your health as you’ll be invincible for the duration of that attack.  

Keep at it and don’t be afraid to use many ninpo attacks, health regenerating items, and whatever else, as there is a Muramasa shop and save point available just after you defeat her. 

Chapter 14 Boss: High Priest Dagra Dai 

Chapter 14 isn’t over yet.  Now you’ll have to face off against Dagra Dai, the same priest featured in multiple cut scenes up to this point.  

Dagra Dai spends quite a bit of time hovering out of reach and using projectile or projectile like attacks.  He is not very vulnerable in this state.  If he uses any particular projectile attack, or the one where he causes beams to shoot from the ground, just keep running.  Indeed, he tends to use projectiles quite a bit, so you should be doing quite a bit of running and jumping around to avoid. 

He will also summon a few demons to help him out, which can prove to be pesky.  If he is in the air and the demons are coming after you, you might as well use your fire ninpo which will take out the demons and deal Dagra Dai damage as well.  You could use arrows against him while he’s airborne, but charging up an arrow will take just long enough for him to issue an attack.  

Before you can deal him series damage, he has to come down to ground level.  While he’s on the ground, he has typical combos and attacks that you might expect, so the same strategy applies here as with most bosses: block his combos, wait for an opportune moment, then dodge or release block before striking with your own combo. 

Dagra Dai is also vulnerable for considerable periods of time, oddly enough, when he enters into a walking/sauntering animation where the four tentacles from his back step about while he floats around in the middle.  When you see this, it’s time to get in there and unleash with all you’ve got.  

Chapter 14 Boss: The Archfiend

Well, this is it: the final, gigantic boss… You will not be able to attack the Archfiend with close range weapons.  You’ll be using arrows instead.  Make note of the nearby fallen ninja with arrows sticking out his back, as this will allow you to infinitely replenish your quiver of arrows.  

Although the boss has a very distracting and enticing glowing orb in its lower half, this is not his weak spot.  Rather, all arrows should be directed at his face, as this is his vulnerable region.  Make sure that all arrows are fully charged, as only fully charged arrows will do any damage.  When an arrow does connect, the boss will throw his head back and a smallish amount of blood and guts will spew from his face and towards you - this will cause you damage if it connects.  So, after every arrow connects, you’ll have to quickly jump and run to the left or right to reposition yourself for the next strike and to avoid damage. 

You must also be mindful of his very powerful attacks. One attack sees him barfing blood and guts at you.  When you see him throw his head back and start making a hawking noise, you know he’s about to spew.  Get ready to avoid by simply running and/or jumping left or right.  However, you may end up taking damage anyhow despite your best efforts.  Thankfully, this is just about the only attack that you should risk interrupting before it launches, which you’ll know is coming because he’ll pause before throwing his head back which is where he spends a few moments before spewing.  Once you get your timing down, you can immediately charge an arrow, shoot him, and fend off an otherwise annoying attack that tends to hit you more often than it should. 

All other attacks should be avoided first (simply by running in any direction away from the attack), then take advantage of his recovery state by charging up an arrow and shooting his face. 

Another attack is a beam that he shoots out of his mouth for a short blast.  He telecasts his beam attack by lowering his head to the platform level then charges with his mouth open.  Just run away to avoid. 

The most deadly attack in his arsenal is a hammer fist move, where he slams his fist into the platform in an effort to crush Ryu.  If it connects, it will deal massive damage to the tune of roughly 30% to 40% of Ryu’s total health.  You must avoid this one at all costs, and you’ll know it’s coming when he briefly takes one arm off the wall and raises it before bringing it down. 

His last attack offers a strategic opportunity for Ryu.  Every once in a while the boss will throw his head back and moan, at which point slow moving ghostly skull projectiles will appear and home in on you.  If they connect they will, of course, cause damage. You can run and jump either left or right to avoid. 

But the real advantage of these ghostly skull projectiles is that they release essence, some of which will be of the ninpo and health regenerating kind.  The best thing to do when the skulls are coming at you is to wait just before the first skull hits you, then use your fire ninpo.  Any incoming skulls will be destroyed on contact with Ryu, and many that are still out there will be targeted and destroyed by the ninpo attack once it releases.  The ghosts, as mentioned, will often leave behind ninpo and health essences that will help you sustain the battle against the boss. Unfortunately, the fire ninpo does no damage to the boss, and you must be mindful that some skulls will still be floating about well after the attack and through subsequent attacks. 

Another way to successfully manage the skulls is to jump into the air and quickly fire off two arrows while in mid air.  Jumping tends to make Ryu shoot the arrows at any incoming skulls, even if off-screen, thus taking them out effectively.  This is good if you want to save your Ninpo.  This is also good for stragglers as some skulls remain during subsequent attacks, and will come out of nowhere to hit you just when you think it’s safe.  It is a good idea to jump into the air and fire off a few arrows into the air to dispatch those stragglers just in case.  

It should be noted that all of his attacks can be interrupted by a successful strike to the face with a fully charged arrow, but this is risky.  The beam attack is the most easily stopped because of the time it takes him to charge it up and because his face is very close.  The hammer fist attack, however, while interruptible, is too fast and too risky to try and interrupt.  If you have an arrow drawn and you see him raise his fist, forget the arrow and get the heck out of there. 

In sum, your strategy should be to wait until he’s just finished an attack, then immediately charge up an arrow to release.  This way you can focus on avoiding his attack first, then take advantage of his slow recovery.  Keep plugging arrows into his face keeping the above in mind.  

Once a third of his health is taken off, he will start climbing.  You will chase after him up the spiral path and face off once again.  The same strategy applies on this second level, and his attacks are almost identical, with the exception that his hammer fist attack is now sometimes compliment with a sweep across your platform.  In most cases you can jump clear of the sweep by jumping towards the screen and out of his range.  

After you’ve taken down another third of his health, he will start climbing once more.  You’ll follow him up to a third level and repeat the same strategy as before.  He adds another attack to his repretoire: a beam attack from the orb in his midsection that sweeps across your platform.  This too is can be avoided by staying clear of the attack and running and/or jumping over the beam at just the right moment.  

This third level is the last, and once defeated, the Arch Fiend plummets into the volcano.  

However… 

Chapter 14 Boss: The DRAGON Archfiend

This motherf*&%er just won’t die, and this particular form of the Archfiend is utterly brutal.

For all of the methods we attempted to employ to defeat this boss using the dual katana (dragon sword + Genshin’s sword), our efforts were fruitless. 

Getting in close as the Archfiend sits on the ledge of the cliff is about the only way to deal significant damage, but he has utterly powerful attacks that you are very vulnerable to that close.  One attack has him grab you then toss you to the ground which causes massive damage to the tune of 60% to 80% - seriously.  Another beam attack is very difficult to avoid and it takes off quite a bit of power too.  

However, you can avoid many of his attacks by equipping the Scythe, jumping up to his head level, and using a quick, quick, and many strong attack combo.  The combo keeps Ryu in the air, you’ll avoid his grab which only reaches you at ground level, you’ll avoid the attack where he hammers the ground with his fist and the ground explodes underneath you, and you’ll manage to do considerable damage too.  

If he stays positioned on the ledge, you can manage to kill him using this method quite easily so long as your keen enough to avoid his beam attack and he doesn’t go flying about.  If the Archfiend does use the beam attack, try using Ninpo so you’ll be invulnerable, or charge up an ultimate technique so you’ll be invincible.  

If he starts flying around, be cognizant of two attacks: 1. fireballs which can be avoided by simply running, and 2. an electrical attack where he summons an electrical charge from the ground which can be avoided by jumping at just the precise moment.  Wait until he goes back to the ledge position and repeat the jump, quick, quick, strong ad nauseam airborne combo

That’s all folks.  Go take a bath, have a beer, and visit your psychotherapist - you’ll need her.

peachey @ July 11, 2008

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